Let me tell you about my RPG character

She's a rebellious notary public, from a snowy part of the Forgotten Realms.

One winter, her local lord barred anyone without notarized identity papers from accessing shelter or grain. Kethra responded by notarizing any and all papers that crossed her desk while there was snow on the ground.

A cat is now lord of that land. The cat has impeccable documentation.

... oh yeah, her hobby is studying magic. That's what she's doing in this picture. Magic, not studying it.

Kethra's stats

I created her to play in the D&D Adventurer's League, but I'm rebellious too. So here are her stats in the more readable Fate Accelerated format.

High Concept:Rebellious Notary Public. She's a strong-willed clerical worker who goes out of her way to help other commoners, including by throwing a well-placed wrench into the system.

Trouble:You Can Never Go Back. She tends to make powerful enemies, of the kind that may not pursue her but definitely don't want her around. She travels constantly, and her credentials aren't always accepted in places she stays.

Other Aspect:Minor Magician. Kethra knows a handful of useful spells, which let her do things like frighten away wild animals or show people a preview of what the document she's writing for them will look like. (This is in addition to her major spells, listed below.)

Approaches:

Careful +3
Clever +2
Flashy +1
Forceful +2
Sneaky +1
Witty +0

Spells:

Shield. Once per game, Kethra may ignore all physical damage from a single attack.

Sleep. Once per game, Kethra may roll to Carefully Create an Advantage on every enemy in one zone she can see. The aspect created is called "Asleep." Characters who are Asleep skip their turn. This aspect can only be Overcome by another person who isn't Asleep, or by dealing damage to the sleeping enemy.

Thunderwave. Once per game, Kethra may roll to Carefully Attack every enemy in her zone.

(Kethra casts these spells Carefully because they are prepared in advance, at the start of each day.)